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Thread: How to turn a faction into a republic.

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  1. #1

    Default How to turn a faction into a republic.

    Here is what I came up with: inrl the main professions in Florence w/r Banking and Merchant trade in textiles. The main political familys throughout the time period 13000-15000 are: de' Medidi, Bonsignori, Pazzi, Ablizzi , and ofcourse the Soderini. In the Repubblica Fiorentina 7 total representives would be elected as the signoria for 3 years. to represent the 2 major guilds within the city. (bankers and merchants) ...this could be determined in m2tw by the amount of influence a char has. The one with the most influence is elected the gonfaloniere (faction leader in m2tw lingo). for 2 years. The gonf can depose a faction leader/ bring one back into pwer with a vote of 4. Reps in the sig that come from the Bankers guild can collect taxes. Reps in the sig from the Merchants guild can
    build buildings. Neither can recrute soldiers from castles in peace time. (The Gonf has no limitations on what he can build/recrute/tax) the Gonf Can seize conrol if all members from the sig (includeing him) are from the same family) however this creates major unrest in all citys..You can extend the gonfs time with a vote of 4 for for his life (only in times of war)


    Is it possible to implement these changes into ll Italian factions? Thankyou.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: How to turn a faction into a republic.

    - You cannot use the existing family tree system for this (faction leader).
    - With the use of traits and a lot of finicky scripting (Yes\No events)it should be possible, but the gonfaloniere would have to a trait of a character, not a faction leader.










  3. #3

    Default Re: How to turn a faction into a republic.

    Or maybe use teutonic resolving. It's not perfect but nothing is perfect

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